Shader "Hont/NonSurface/General/General(Color,Alpha)"
{
    Properties
    {
    	_Color ("Main Color", Color) = (1,1,1,1)
        _MainTex ("MainTexture (RGB)", 2D) = "white" {}
    }

    SubShader
    {
    	CULL Off
		Blend SrcAlpha OneMinusSrcAlpha

    	tags
		{
			"Queue"="Transparent"
			"RenderType" = "Transparent"
		}
    	
        Pass
        {
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_fog
			#include "UnityCG.cginc"

			struct v2f
			{   
				float4 pos : SV_POSITION;   
				float2 uv : TEXCOORD0;
				UNITY_FOG_COORDS(1)
			};
			
			v2f vert(appdata_tan v)   
			{   
				v2f o;   
				o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
				o.uv = v.texcoord;
				UNITY_TRANSFER_FOG(o, o.pos);
				return o;
			}
			
			sampler2D _MainTex;
			float4 _Color;
			
			half4 frag (v2f i) : COLOR
			{
				half4 result = tex2D (_MainTex, i.uv)*_Color;
				UNITY_APPLY_FOG(i.fogCoord, result);
				return result;
			}    
			ENDCG   
        }
    }
	FallBack "Standard"
}